Improved Asset Management Process Now Live

No problem! No need to worry about archiving such assets. You are always safe from any sort of moderation as long as you are able to archive it at the right time. If you have any sort of worries, this is the best place for you to find answers and get all the solutions you need. No need to take too much pressure on this but it is always better to take the fastest action possible. Remember, you get 3 strikes to terminate your account, you won’t be terminated over just 1 strike. However, handle with care and always suggested you try to review your assets frequently and make sure you don’t have any copyright assets. May take some time but better safe than sorry!

I recently got my decals removed through the email option. This changed the ownership and content deleted the decals. I noticed that while this occurred to the decal, the actual image asset is still visible and owned by me with no option to archive. In the future will we be able to archive images?

(By images I mean the asset found by subtracting the decals id)

Its August 8th and my archived assets can still be viewed on the site (with the URL) and they can still be seen in game.

Was this update delayed?

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As a developer, it would be extremely useful to know when an asset has been archived and what it affects in-game. For example, a mesh used in a purchasable item in the game. It would be extremely useful to be able to remove items from in-game stores if the assets associated with it are archived. For example, if I have a gun for sale, and for whatever reason I archive the mesh that the gun uses, the gun no longer appears in the store.

A feature such as this could also be used for hidden updates: add items to the store, archive the assets, then publish the place. Then later, when it’s time for the items to enter the store, the assets are un-archived and they appear in the game without having to update the game.

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Hi developers,

We pushed back the date for asset archiving to take effect by one week (to Thursday August 15th) to give you more time make sure your game is not using any archived assets. Until that date, you will see warnings in the in-game Developer Console or in Studio’s output window if your game is using archived assets.

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I’ve been keeping an eye on this thread, along with how Roblox is handling the assets removed via assets sent to ipcontent_removal_request@roblox.com , and currently I find the way Roblox is handling it to be poor, if not damaging.


First off just to get it out of the way would be the new feature showcased in this thread. The archive feature. This is probably the least offensive issue here, if an asset is archived, it’s hidden and unusable until restored. This is fine, if Roblox can handle the fact that the assets can be restored properly. I don’t want any odd cases where someone who’s gained access to my account is trying to cause damage to my account can restore offending assets they’ve found due to them being publicly distributed in the past, and leaving that as a clever way to sneak their attack as something that can’t really be traced back to anything.

I’m 100% on board for keeping assets secure, since the alternative would be giving those same attackers the ability to delete assets permanently, which could be argued as much scarier. Maybe we could have some sort of message which can’t be archived, or an email alert, which says “Hey! This asset got recovered! Are you sure you wanted to recover this?” Some sort of sign which signifies something is happening considering the weight of what’s going on here.


Second comes from a reply to the content removal email. The email detailed confirmation of the removal request being recieved, and that the offending assets should be removed within the next month or so. However, it also happened to include this line.

Additionally, this is to inform you that we are only accepting removal requests for Decals, Shirts, T-Shirts, Pants, Mesh and Mesh Parts. Therefore, we can’t remove models or games requested by you as models or games created by a Roblox user can always be removed or edited from the creator’s account.

This… Is not very good, especially when we’re currently restricted to archiving decals, meshes, and audio. It does not specify to archive them, something which while currently flawed does leave it solvable if you can solve the above issue. It instead leaves it vague enough for users to go out and overwrite the models and places.

We’re left in two spots with this. One problem is that users can leave whatever they’ve overwritten with something vague/blank, or worse, something new entirely. They could still have it on sale or uncopylocked later down the line. This issue is more to do with places. If these models or places are left in a state where users can get the current version, then users can recover the older versions, which means the infringing content is available and distributed still.

On the other hand, the users could make it very clear to themselves that the content they’ve overwritten is infringing content, by marking that info in the description for example. If they do that though, they’ve opened themselves up to the same issue as mentioned in the first point, but in a spot where even if Roblox set up alerts for when archived assets are recovered, Roblox can’t inform them about these assets being dug up.

Places and models need to be archiveable, just the same as every other asset, and we need some way to make sure we don’t end up in the same “What if these assets are recovered?” issue as above.


Lastly, and the issue which has worried me the most, is just exactly how Roblox has been removing our offending assets. This is the point which scares me the most due to the fact that in a way, it’s causing more harm than good.

https://www.roblox.com/library/430072958/Content-Deleted

This would be one of the first 3D models I uploaded, back when Roblox first introduced uploading custom meshes to Roblox in June of 2016. It’s a model of Kevin from the show Ed, Edd n Eddy. The mesh is content deleted, and moved onto a banned account with the username Z83GLMgu. It appears as if the asset is gone, with no way to access the content even if you used advanced techniques. However, a Mesh is actually made up of three assets. The mesh you see in the Roblox library, the mesh asset ID which is loaded in-game, and the texture if the mesh was uploaded with one.

If we go back a handful of IDs, we’ll notice that the mesh asset and the texture have NOT been deleted. They’re still there. What’s worse is that they still have my username tied to them.

RenderMesh - Roblox

Image - Roblox

This tells me that the assets are still available, still being used, and can still potentially get me in trouble. From what I’ve seen, this has also been happening with other users’ decals, since they are broken up into two assets.

What’s worse is that because of the fact that the topmost asset was moved to a different account, and that it has been content deleted, the easiest way for people who know of this issue to fix it themselves is to repeatedly subtract one from the ID in the item URL, ID after ID, until they found the associated assets for each and every item sent in to Roblox.

Considering the mix of the increasing userbase, bots constantly uploading stolen assets to new IDs, and every union being made getting its own SolidModel ID, it can take dozens of IDs before you find the original, undeleted assets. The amount of time this will take can be ages with how many assets some older users may have. Personally, I had to submit a large 1,907 assets, since I’ve been around since Nov. 27th 2008, when I was ten years old.


It’s worrying that users are being informed that the best method for complying with Roblox’s rules is currently something where they’re only being lead to believe that their offending assets are being taken care of, when in fact those assets are still left behind. They’ve sent off their emails, and may be blissfully unaware that their assets are basically being tucked away, like a small child pushing everything under the bed to pretend the room is clean. I’m willing to do everything I can to make sure all of my offenses are cleared up, but it’s hard to do so when this is our best option.

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What should be done is the item will be marked with a message like the “Removed for Copyright” message then when the asset is archived the tiltle will say [ Content Archived ] and a server icon will appear in the picture.

That is actually a good idea to consider! Just to block off any names or content that may be copyright.

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After that date will we see an error like 403: Forbidden or will it silently fail to load?

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I was waiting for this feature, I was hoping for a better asset manager, thank you.

So I made a bunch of Packages that I accidentally put the PackageLink in the wrong location. And it seems like I can’t associate the link with anything other than the object it was initially set to. So now I have several dud packages in my assets.

Will we eventually be able to archive packages?

its now the 15th and my assets still are not archived and are still visible on the website! I am very worried about being banned due to all these delays!

(example of asset still being visible: roblox.com/library/2812035570/Images-e8e97122)

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Noticed this as well. Some assets that were stolen from me by other users (Meshes that were -1’ed until found) are still showing up in-game. Was hoping this would have been live by now!

was the update delayed again? it still seems to not be live

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It does seem they forgot:

image

It’s just a very, very long summer day. Any time now.

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it has been 4 days sense the feature has “released” and my archived assets are still on the site and at this point im becoming concerned as to what happened.

can we please have a update on this err… update?

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Asset archiving is now completely live. It is no longer possible to load these assets in game and any existing thumbnails will be removed within the next few weeks.

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It’s awesome that it’s finally out but was there any reason for it to release 5 days past its scheduled release without any context?

There were no technical blockers – we just forgot to turn it on.

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